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MTBS3D .@ULdialogue is getting ready to launch a new stream of benchmarking products for the creative space. Check out ou… https://t.co/5GNmtKyosu
MTBS3D Check out our interview with Chris Leigh, Regional Sales Director @powervisionme. He talks about their latest water… https://t.co/g6H06Co8Mq
MTBS3D Check out our interview with Zsolt Szigetlaki, Founder of the YAW Motion Simulator, a motion simulator chair for… https://t.co/iEcxJidqaB
MTBS3D Check out this interview with Tony Zheng, Co-Founder of @matatalab. They have developed a new robotic toy for child… https://t.co/PPnrmshvQ5
MTBS3D Adshir makes ray tracing technology that works on countless platforms and device types. They’re are the first on r… https://t.co/yqLobXhx14
MTBS3D We interviewed Steve Venuti, VP of Marketing for @KeyssaTech. They've developed a solid state connector that is cha… https://t.co/081Ie1799L
MTBS3D Jim Malcolm, Chief Marketing Officer for @HumanEyesTech demonstrated their latest combination 360 degree plus 180… https://t.co/dfnwLmc1Os
MTBS3D .@Dlink spoke to us last week at #CES2020 about their latest Wifi 6 mesh router and what it means for end users.… https://t.co/n2HXCcufMX
MTBS3D RT @tifcagroup: Our Client-to-Cloud Revolution Portal is LIVE! Computing is heading towards a world of any place, any device user experienc…
MTBS3D RT @IFCSummit: .@thekhronosgroup President @neilt3d talks open standards and client-to-cloud at #IFCSummit. #CloudComputing https://t.co/T
MTBS3D Please help @tifcagroup by completing their survey by December 16th! https://t.co/nInslvJ1HM
MTBS3D RT @IFCSummit: #IFCSummit Visionaries Panel with @IntelSoftware @intel @AMD and @jonpeddie talks Client-to-Cloud. #CloudComputing #FutureCo
MTBS3D RT @IFCSummit: The Futurists Panel moderated by @deantak of @VentureBeat is online. #IFCSummit #CloudComputing #FutureComputing #Futurists
MTBS3D RT @IFCSummit: Daryl Sartain is Director & Worldwide Head of #XR, Displays, and Wireless Ecosystems for @Radeon at @AMD. He is also Chair o…

Going to Go For the Go?


So the Oculus Go is a thing now.  This is Facebook's first foray into standalone HMDs.  Sold for $199 USD (or $249 for 64GB model), it features 2560 X 1440 resolution (1280 X 1440 per eye), about 2 hours of battery life in gaming on a single charge, and a Qualcomm Snapdragon 821 processor.  The GO also includes a 3DOF (rotation-only) hand controller.

Big advantages with the GO is it doesn't require an expensive smartphone add-in - unlike its Samsung Gear VR predecessors - and Facebook has a growing library of content to go with it.  HOWEVER, it doesn't feature positional tracking which the more premium PC and console solutions have enjoyed since birth, and it is based on mobile processing technology which is a fraction of the power that drives PC and console.

As the medium is the message, we'll be interested to see which types of content ultimately succeed on this platform.  For example, there are things that will probably work very well in a mobile VR setup versus a PC or console solution simply because the nature of being mobile helps define what will ultimately be used.  Let's see what happens!